# GDScript extends Node const ENEMY_COUNT_INIT_DELAY := 3.0 const PLAYER_GROUP := "player" const DEFAULT_SPAWN_MANAGER_PATH := NodePath("../SpawnManager") @onready var _player: Player = get_tree().get_first_node_in_group(PLAYER_GROUP) as Player @onready var _spawn_manager: Node = get_node_or_null(DEFAULT_SPAWN_MANAGER_PATH) func _ready() -> void: if _player == null: push_warning("GameManager: Kein Player gefunden (Export-Referenz setzen oder Gruppe 'player' verwenden).") if _spawn_manager == null: push_warning("GameManager: Kein SpawnManager gefunden (Export-Referenz setzen oder NodePath %s)." % str(DEFAULT_SPAWN_MANAGER_PATH)) await _schedule_enemy_count_sync() func game_over() -> void: var gold := _player.gold if _player else 0 print("Game Over! You have collected {gold} gold in this run. Try to collect more in the next run...".format({"gold": gold})) # TODO: Show Game Over screen with gold func _schedule_enemy_count_sync() -> void: await get_tree().create_timer(ENEMY_COUNT_INIT_DELAY).timeout if _spawn_manager and _spawn_manager.has_method("enemy_count_changed"): _spawn_manager.call("enemy_count_changed") func increase_player_gold(amount: int) -> void: _player.gold += amount print("Player gets " + str(amount) + " gold and has now " + str(_player.gold) + " in sum!")